Fix Vux warp distance again. now it actually matches 3do
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@831 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -34,8 +34,10 @@
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#define SPECIAL_WAIT 7
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#define SHIP_MASS 6
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#define WARP_OFFSET 46 /* How far outside of laser-range ship can warp in */
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#define VUX_OFFSET 12
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#define LASER_RANGE DISPLAY_TO_WORLD (150 + VUX_OFFSET)
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#define LASER_BASE 150
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#define LASER_RANGE DISPLAY_TO_WORLD (LASER_BASE + VUX_OFFSET)
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static RACE_DESC vux_desc =
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{
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@@ -315,8 +317,12 @@ vux_preprocess (PELEMENT ElementPtr)
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do
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{
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#define MAXX_ENTRY_DIST (LASER_RANGE << 1)
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#define MAXY_ENTRY_DIST (LASER_RANGE << 1)
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// Originally, the warp distance was:
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// DISPLAY_TO_WORLD (SPACE_HEIGHT << 1)
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// where SPACE_HEIGHT = SCREEN_HEIGHT - (SAFE_Y * 2)
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// But in reality this should be relative to the laser-range
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#define MAXX_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
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#define MAXY_ENTRY_DIST DISPLAY_TO_WORLD ((LASER_BASE + VUX_OFFSET + WARP_OFFSET) << 1)
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SIZE dx, dy;
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ElementPtr->current.location.x =
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